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Boons For Swords & Wizardry Core Rules

This document provides house rules for boons that can be rolled or earned by characters in Swords & Wizardry roleplaying games. It introduces a table with 60 possible boons and describes how to use the table to randomly determine boons for characters at certain levels. The boons provide a variety of benefits, and some have restrictions based on character class.

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Todor Pichurov
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0% found this document useful (0 votes)
506 views6 pages

Boons For Swords & Wizardry Core Rules

This document provides house rules for boons that can be rolled or earned by characters in Swords & Wizardry roleplaying games. It introduces a table with 60 possible boons and describes how to use the table to randomly determine boons for characters at certain levels. The boons provide a variety of benefits, and some have restrictions based on character class.

Uploaded by

Todor Pichurov
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Cover Page
  • How to Use This Book
  • Boons Table
  • Conclusion

Boons for

Swords &Wizardry
Core Rules
House Rules created by M Stephen Joy

Swords & Wizardry, S&W, and Mythmere Games are trademarks of


Mathew J Finch and this product is not affiliated with Mathew J Finch,
Mythmere Games, or Frog God games

Created and released under the


OPEN GAME LICENSE
version 1.0a

Copyright M Stephen Joy 2019 all rights reserved

Todor Pichurov (Order #19848881)


HOW TO
USE THI
S BOOK

Players should roll for a boon at 1st level and every odd level thereafter until
they reach level 15 (1,3,5,7,9,11,13).

The table uses a D60 but if you don’t have one simply roll a D00 until you get a
result within the 1-60 range.

Some boons are restrickted to a certain class. If a player rolls a result that
doesn’t apply to their hero simply move up the list until a boon does or reroll.

A hero that rolls the same boon at a different level may be able to boost the
boon they already have. So for example a 2 in 6 chance might become a 3 in
6 chance. This option is entirely up to the GM and at their discretion as some
boons are fairly powerful already.

Todor Pichurov (Order #19848881)


D60 Boon Class Description
You can use a smaller weapon in your off hand for a second
attack so long as your first attack hit. The off hand weapon
1 2 Weapons F
can use no bonuses or boons. (this is instead of the rules on
page 34)
If your group is surprised you get another check to see if you
2 Alert A were. You then get to do initiative as a 3rd party (roll sepa-
rately).
Animal You have an animal companion that is fiercely loyal to you. It
3 A
Friend cannot have more than 1/2 the HP you do.
You get a +1 to-hit bonus with improvised weapons (max d3
4 Dirty Fighter A
damage).
If you roll a natural 20 your attack will do double damage (roll
5 Brutal F damage die twice and add bonuses). Does not work with
Fatal Killer.
You have a 2 in 6 chance of detecting if someone (or some-
Detect
6 A thing) is harbouring hostile intent. The target must be aware
Hostility
of your presence.
Detect You are familiar with many kinds of poison and are 2 in 6 like-
7 T
Poison ly to discover it before ingestion.
If you roll a atural 20 you have a 2 in 6 chance of disarming
8 Disarm Foe F your enemy. Save avoids. Does not work against natural
weapons like claws, teeth or horns.
You can disguise yourself as someone else. 10% chance of
9 Disguise T discovery. 15% if different gender. 20% if different race. Thief
only. Requires makeup.
Dragon You have the blood of a dragon in you which gives you a +1
10 A
Blood to saves against dragon’s breath.
You have a 2 in 6 chance of seeing something that would
11 Eagle eye A otherwise be invisible. You will not know it was meant to be
invisible.
If you’re alone you can increase your daily movement by
12 Easy Strider A
20%
You have studied how to strike enemies for the best effect.
13 Efficient Killer F You gain a +1 bonus to damage with a specific weapon type
(like short sword) against that enemy type (like orcs).
You must specify an element that you are particularly resis-
Elemental
14 A tant to (wind,fire,water,ice,earth, or acid) to which you gain a
Resistance
+1 to save against.
If you roll a natural 20 against an enemy and roll more than
half the enemies full HP in damage the enemy must make
15 Fatal Killer F
a saving throw or die. Does not work with Brutal. Does not
work against demons or the undead.
Rear attacks are only +1 against you and only +2 if made by
16 Guarded A
a thief class.

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D60 Boon Class Description
You can Climb Walls 40% like a thief. Your ability does not
17 Climber A
improve.
Good Hear- You can hear sounds like a thief but only at 1 in 6.
18 A
ing
You can carry 20% more weight because of your amazing
19 Porter A
packing techniques.
Whenever you roll maximum damage for your weapon roll
20 Hard Hitting F the damage die again, if the result is 50% or more of what
the die could roll you inflict an additional +1 damage.
You get a +1 to-hit bonus against a hated enemy. The enemy
21 Hated Enemy A
cannot be your own race.
You can spend d6 hours in a wooded area gathering ingre-
dients to create a single dose tincture that will heal 1-2 HP.
22 Herbalist A
The tincture will only work once per day on any creature. The
tincture will last up to a week.
You can increase one attribute by +1. This can be chosen
23 Improvement A
multiple times but no Ability Score can be raised above 16.
Innately mag- You can select a 1st level magic-user spell which you can
24 A
ical cast once per day as an innate ability.
Internal You always know within a half hour what time it would be if
25 A
Clock you were back home.
You have a 4 in 6 chance of knowing which direction north is.
Internal Com-
26 A This boon even works underground and in complete dark-
pass
ness.
Intestinal You get a +1 bonus to save against poison versus spoiled
27 A
Fortitude food.
You have a +1 to save against magic cast by clerics of differ-
28 Iron faith C
ent faiths.
You have a +1 to save against magic and spell like effects.
29 Iron Will M
Does not stack with Spell Immunity.
Good Sleep- You only need 4 hours of sleep a night to feel fully refreshed
30 A
er unless recovering HP then normal rest is required.
31 Mimic T You can mimic any wild animal sound you have heard before.
If you roll a atural 20 you can make a second attack against
32 Opportunist F the same enemy. If successful add that damage to the critical
damage also. Does not work with Disarm Foe.
Pure of Heart A You can turn d6 skeletons if you roll 12 or better on 2d10.
33
You must be Lawful.
34 Quick Healer A Instead of healing 1 HP/night you heal 1-2 HP/night
35 Quick Learn- You gain an extra 5% bonus to all earned experience.
A
er
36 Scholarly M You can recall ancient lore 2 in 6
37 Sneaky Choose a 1st level spell that you cast so well no one will
M
Magic detect even if intently watching you.

Todor Pichurov (Order #19848881)


D60 Boon Class Description
You can cast one spell a day with a 50% greater range or
38 Spell Expert M duration. The spell must be specified when memorizing the
spell.
You can try and maintain 1 spell per day after casting it;
simply announce you wish to keep the spell and make a save
39 Spell Master M
and if successful you still remember the spell. The spell level
works as a penalty to the save.
40 Sure Footed A You gain a +1 to save against falling or tripping.
41 Swimming A You can swim if you are unencumbered.
You have a 3 in 6 chance of being able to make your voice
42 Throw Voice T
sound like it came from any direction up to 10’ away.
You gain +1 HP (+2 for fighters)(HP cannot be increased
43 Toughguy A
beyond maximum).
You have a 2 in 6 chance of being able to track someone’s
44 Tracking T trail through a natural environment (like woodlands). 1 in 6 if
terrain is difficult and 4 in 6 through snow.
You have a 2 in 6 chance of having a prophetic dream. You
45 Visionary C must meditate on what you wish to dream about before going
to sleep.
Weapon You gain an extra +1 to-hit with a specific type of weapon
46 F
Expert (like battle-ax).
You can use a weapon in your off hand like a shield for a +1
47 Dualist F
AC bonus. You cannot attack with the weapon.
Weapon Must already be a weapon expert (46). That weapon then
48 F
Master becomes +1 to-hit and +1 to damage.
49 Assassin T You add your level to backstab damage rolls.
You can handle and use poisons. You cannot make poisons.
50 Poisoner T When you use/apply them you have only a 1 in 20 chance of
poisoning yourself.
If you don’t wear armor or use a shield you can reduce inflict-
51 Dodge T
ed damage 1 point through speed and quickness.
52 Reflexes A You have a +1 bonus to saves against traps.
You have a 2 in 6 chance of escaping your bonds if tied up or
53 Contortionist T
shackled.
One of your hands becomes bewitched and clawed. You can
54 Clawed Hand M do 1d4 damage with it as a natural attack. This does not give
you an extra attack. The hand looks sinister.
You have a 2 in 6 chance of frightening a target with angry
55 Intimidate A
scowls. Target can save against the effect.
56 You can temporarily gain D3 extra HP during an encounter.
Rage F You must save to enter the rage and save to leave it or con-
tinue attacking friends if there are no more foes to fight.
57 Spell You gain a +2 save bonus against a spell. It must be a spell
M
Immunity you know.

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D60 Boon Class Description
58 Shield Opponentsgain no shield bonus against you.
F
Sunder
59 You have a 2 in6 chance of elling whether a peice of informa-
Truth Seeker A
tion is false or not.
60 You only need to eat a half ration each day to stay alive and
Light Eater A
healthy.

Todor Pichurov (Order #19848881)

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